Files
Bomberman/sources/Map/Map.cpp
2021-06-01 11:54:01 +02:00

196 lines
7.5 KiB
C++

//
// Created by Tom Augier on 5/26/21.
// Edited by Benjamin Henry on 5/26/21.
//
#include "Map.hpp"
namespace RAY3D = RAY::Drawables::Drawables3D;
namespace BBM
{
void MapGenerator::generateUnbreakableBlock(int width, int height, std::shared_ptr<WAL::Scene> scene)
{
std::string UnbreakableObj = "assets/wall/unbreakable_wall.obj";
std::string UnbreakablePnj = "assets/wall/unbreakable_wall.png";
for (int i = 0; i < width + 1; i++) {
for (int j = 0; j < height + 1; j++) {
if (!(i % 2) && !(j % 2)) {
scene->addEntity("Unbreakable Wall")
.addComponent<PositionComponent>(Vector3f(i, 0, j))
.addComponent<Drawable3DComponent<RAY3D::Model>>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePnj));
}
}
}
}
void MapGenerator::generateWall(int width, int height, std::shared_ptr<WAL::Scene> scene)
{
std::string UnbreakableObj = "assets/wall/unbreakable_wall.obj";
std::string UnbreakablePnj = "assets/wall/unbreakable_wall.png";
for (int i = -1; i < width + 1; i++) {
scene->addEntity("Vertical Wall")
.addComponent<PositionComponent>(Vector3f(i,0,height + 1))
.addComponent<Drawable3DComponent<RAY3D::Model>>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePnj));
scene->addEntity("Vertical Wall")
.addComponent<PositionComponent>(Vector3f(i,0,-1))
.addComponent<Drawable3DComponent<RAY3D::Model>>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePnj));
}
for (int i = -1; i < height + 1; i++) {
scene->addEntity("Horizontal Wall")
.addComponent<PositionComponent>(Vector3f(width + 1,0,i))
.addComponent<Drawable3DComponent<RAY3D::Model>>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePnj));
scene->addEntity("Horizontal Wall")
.addComponent<PositionComponent>(Vector3f(-1,0,i))
.addComponent<Drawable3DComponent<RAY3D::Model>>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePnj));
}
scene->addEntity("Vertical Wall")
.addComponent<PositionComponent>(Vector3f(width + 1, 0, height + 1))
.addComponent<Drawable3DComponent<RAY3D::Model>>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePnj));
}
void MapGenerator::generateFloor(int width, int height, std::shared_ptr<WAL::Scene> scene)
{
/* RAY3D::Model model = RAY3D::Model("assets/wall/unbreakable_wall.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/unbreakable_wall.png"));
model.setScale(RAY::Vector3(width, 0, height)); */
for (int i = 0; i < width + 1; i++) {
for (int j = 0; j < height + 1; j++) {
scene->addEntity("Floor")
.addComponent<PositionComponent>(Vector3f(i,-1,j))
.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/floor.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/floor.png"));
}
}
}
void MapGenerator::createElement(Vector3f coords, std::shared_ptr<WAL::Scene> scene, BlockType blockType)
{
if (blockType == BREAKABLE) {
createBreakable(coords, scene);
} else if (blockType == UNBREAKABLE) {
createUnbreakable(coords, scene);
}
/* std::map<BlockType, std::function<MapElem>> elements = {
{BREAKABLE, &createBreakable},
{UNBREAKABLE, &createUnbreakable},
/* {HOLE, &Map::createHole},
{BUMPER, &Map::createBumper},
{STAIRS, &Map::createStairs}
};
auto element = std::find(elements.begin(), elements.end(), blockType);
if (element == elements.end())
return;
element->second(coords, scene); */
}
void MapGenerator::createBreakable(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
{
scene->addEntity("Breakable Block")
.addComponent<PositionComponent>(coords)
.addComponent<HealthComponent>(1)
.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/breakable_wall.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/breakable_wall.png"));
}
void MapGenerator::createUnbreakable(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
{
scene->addEntity("Unbreakable Block")
.addComponent<PositionComponent>(coords)
.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/unbreakable_wall.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/unbreakable_wall.png"));
}
void MapGenerator::createHole(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
{
scene->addEntity("Hole Block")
.addComponent<PositionComponent>(coords)
.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/hole_block.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/hole_block.png"));
/* .addComponent<ColliderComponent>([](const WAL::Entity &entity, WAL::Entity &other) {
if (other.hasComponent<HealthComponent>()) {
auto &health = other.getComponent<HealthComponent>();
health.takeDmg(health.getHealthPoint());
}
}); */
}
void MapGenerator::createBumper(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
{
scene->addEntity("Bumper Block")
.addComponent<PositionComponent>(coords)
.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/bumper_block.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/bumper_block.png"));
/* .addComponent<ColliderComponent>([](const WAL::Entity &entity, WAL::Entity &other) {
if (other.hasComponent<MovableComponent>()) {
auto &movable = other.getComponent<MovableComponent>();
movable.addForce(Vector3f(0, 5, 0));
}
} */
}
void MapGenerator::createStairs(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
{
scene->addEntity("Stairs Block")
.addComponent<PositionComponent>(coords)
.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/stairs_block.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/stairs_block.png"));
}
bool MapGenerator::isCloseToBlockType(std::map<std::tuple<int, int>, BlockType> map, int x, int z, BlockType blockType)
{
return (map[std::make_tuple(x - 1, z)] == blockType ||
map[std::make_tuple(x + 1, z)] == blockType ||
map[std::make_tuple(x, z + 1)] == blockType ||
map[std::make_tuple(x, z - 1)] == blockType);
}
MapGenerator::BlockType MapGenerator::getRandomBlockType()
{
std::random_device r;
std::seed_seq seed{r(), r(), r(), r(), r(), r(), r(), r()};
std::mt19937 e(seed);
std::normal_distribution<> normal_dist(3, 0.2);
return static_cast<BlockType>(static_cast<int>(normal_dist(e)) % (HOLE));
}
void MapGenerator::generateMap(int width, int height, int seed, std::shared_ptr<WAL::Scene> scene)
{
std::map<std::tuple<int, int>, BlockType> map;
width = width % 2 ? width + 1 : width;
height = height % 2 ? height + 1 : height;
for (int i = 0; i < width; i++)
for (int j = 0; j < height; j++)
map[std::make_tuple(i, j)] = NOTHING;
map[std::make_tuple(0, 0)] = SPAWNER;
map[std::make_tuple(width, 0)] = SPAWNER;
map[std::make_tuple(0, height)] = SPAWNER;
map[std::make_tuple(width, height)] = SPAWNER;
for (int i = 0; i < width + 1; i++) {
for (int j = 0; j < height + 1; j++) {
if (map[std::make_tuple(i, j)] == SPAWNER)
continue;
if (isCloseToBlockType(map, i , j, SPAWNER)) {
map[std::make_tuple(i, j)] = NOTHING;
} else {
map[std::make_tuple(i, j)] = getRandomBlockType();
}
if (map[std::make_tuple(i, j)] == UNBREAKABLE && isCloseToBlockType(map, i, j, UNBREAKABLE))
map[std::make_tuple(i, j)] = BREAKABLE;
}
}
for (int i = 0; i < width + 1; i++) {
for (int j = 0; j < height + 1; j++) {
if (!((i + 1) % 2) && !((j + 1) % 2)) {
map[std::make_tuple(i, j)] = UNBREAKABLE;
}
}
}
generateWall(width, height, scene);
generateFloor(width, height, scene);
for (int i = 0; i < width + 1; i++) {
for (int j = 0; j < height + 1; j++) {
createElement(Vector3f(i, 0, j), scene, map[std::make_tuple(i, j)]);
}
}
}
} // namespace BBM